Security Researcher Arrested for Hacking Into Microsoft and Nintendo

A 24-year old security researcher who worked for the Malwarebytes security company was arrested and narrowly avoided jail for hacking into Microsoft and then hacking into Nintendo while on bail.

As reported by The Verge, Zammis Clark, also known as Slipstream or Raylee, admitted to hacking into Microsoft and Nintendo servers and stealing confidential information, including 43,000 files from Microsoft’s internal Windows flighting servers which contain pre-release versions of Windows.

Clark gained access to a Microsoft server on January 24, 2017, and proceeded to upload a “web shell to remotely access Microsoft’s network freely for at least three weeks. Clark then uploaded multiple shells which allowed him to search through Microsoft’s network, upload files, and download data.”

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Sekiro: Shadows Die Twice Video Review

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Borderlands 3’s Trailer Didn’t Impress Us As Much As We Hoped

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Borderlands 3 Is Finally Confirmed – GS News Update

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Octane Legend Guide | Apex Legends

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The Top 25 Craziest Finishers in MK History

Mortal Kombat 11 is just around the corner, and it’s already shown us some of the nastiest, most brutal fatalities we’ve ever seen. But brutality isn’t everything. Throughout the history of mortal combat, there have been plenty of Fatalities, Friendships, Animalities and more that weren’t afraid to get weird with it. From the bizarrely gruesome to the gruesomely bizarre, here are our picks for the 25 craziest finishing moves in MK history.

Spoiler alert: There’s a lot of MK 3 in here. That game was wacky.

25. Mortal Kombat 3 – Reptile – Fatality

Even setting aside the fact that in order to swallow his prey, Reptile’s head expands by about 500%, the real WTF?! of this finisher is the question of how can a man who’s head and vocal chords are currently being digested keep screaming?! Or maybe it’s Reptile who’s screaming, though that begs the question why we haven’t seen his ventriloquist act yet.

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Every IGN Borderlands Review To Date – Vote For Your Favorite

Now that we’ve finally had our first glimpse of the inevitable Borderlands 3, it’s a great time to look back at 10 years of the series. While IGN has missed a DLC here and there (there were a lot of them!) over the past decade we’ve reviewed a couple of dozen Borderlands things, including games, add-ons, an unfortunate Vita port, and even the episodic Tales from the Borderlands series from Telltale Games (RIP). Next week we’ll have a review of the refreshed Borderlands: Game of the Year Edition so we can finally find out how well that game might’ve scored if not for its terrible final boss battle!

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PS4 6.51 Firmware Update Is Now Live, Still No Option To Change PSN Online IDs

Sony has released the latest firmware patch for PS4, update 6.51. The update doesn’t do all that much, despite being 463 MB.

In the full patch notes for update 6.51, Sony states that it, “improves system performance.” That’s it. Overall, update 6.50 did a lot more, implementing several new features in the PS4. Update 6.50 added the choice of 720p video when broadcasting with Niconico Live, and also added button assignment support for “enter” operations–allowing you to change the selection button from circle to X.

Notably lacking from update 6.51 is the option to change your PSN online ID, a patch that, last year, Sony promised is coming early 2019. You can already change your PSN online ID if you’re a part of PlayStation’s Preview Program, but the update hasn’t left beta and gone public. Sony has announced that when the patch does go live, the first name change will be for free. However, subsequent changes will cost $5 USD / €5 / £4 for PlayStation Plus members, and twice as much for everyone else.

Sony has admitted that implementing PSN online ID changes isn’t a smooth process, so there could still be plenty of bugs the company is trying to iron out. Apparently, the feature won’t be compatible with every game released prior to April 1, 2018. Not all PS4, PS3, and PS Vita games are guaranteed to support the feature either, so users may see several issues or errors in relation to their PSN online ID for certain games. Additionally, one of the Preview Program testers reported a bug that changing your PSN online ID might cause a loss in DLC purchases and game save data.

However, if you run into issues after changing your ID, PlayStation has said it will provide an option for players to revert back to their old one for free.

The Walking Dead: The Final Season Episode 4 Review

(Editor’s note: This review contains spoilers for Episode 3.) About 20 minutes into Take Us Back, the finality of it all truly starts to sink in. This is the last chance we get to ensure Clementine is going to be okay. These are the last lessons we teach A.J. This is the last ever episode of The Walking Dead. So, it’s rather appropriate that Take Us Back is very much about legacy, about taking everything Clementine’s learned–and you along with her–and wrapping it all up in a bow.

It’s not nearly as clean cut as that; it is The Walking Dead, of course, and the night gets plenty dark before the dawn. After Clem gets her bearings, and you get to decide what to do with Lilly, it’s a rather breathless race to keep ahead of the horde of walkers the Ericson kids have brought down on the immediate area. They’re everywhere, and in a particularly hostile mood after Lilly’s trigger-happy goons draw their attention. On top of that, weaponry is in short supply, which means there’s much more avoidance than shooting this time around. For what it’s worth, the shooting is simplified in this episode, with bow-and-arrow moments made much more forgiving and impactful than before.

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That said, the episode starts out as another rowdy QTE festival. But the real meat of it begins about a third of the way in, when Clementine makes the fateful decision of whether or not to trust A.J. as his own person, able to make tough decisions on his own. Here, more than Walking Dead has ever done, the decisions of the entire season bear fruit. A.J. will automatically make two of the biggest choices of the season–arguably, the series–based on your teachings. It’s a fascinating narrative decision. Much of the climax here is out of your hands in all but the most basic mechanical sense, but in its own way, you’ve been deciding how this will play out for the entire series. No matter what, you’re going to have to live with the fact that these are the logical consequences of your actions. This is your legacy, and even if A.J. makes what you might consider the right choices, in true Walking Dead fashion, none of them are pretty.

The one notable issue with letting the episode play out this way is that the weight of A.J.’s decisions overshadow quite a few of the smaller threads set up by previous episodes. Arguably, Episode 3’s party was meant to cement Ericson and the kids therein as a legitimate home and family. But while getting back to Ericson is ultimately the end goal of the episode, Episode 4 is too breathless and urgent to slow down and explore the particulars of what home will look like until it’s all said and done.

It’s possible that’s the point, though. As mentioned before, there is a finality to this episode, and without delving too far into spoilers, the ending is far less about the home of the present than about painting a detailed portrait of its future and what kind of people will be shaping it going forward. That portrait is one of contrasts, of things we’ve never seen before in this series up to this point–really, in any moving version of The Walking Dead–and yet are so simple we’ve taken them for granted. It’s an understated ending, for sure, until you consider just how much chaos and distrust and dysfunction have defined this series. There is nothing more impactful than understatement as far as this universe is concerned.

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We know what kind of legacy Clementine and you, the player, leave on A.J., but if there’s any comment on what Telltale’s legacy looks like, it’s in the finale as well, in a stretch where you have control of A.J. instead of Clementine. Here, the trademark Telltale UI has changed, no longer that distinctive up-down-left-right grid of responses, but a floating collection of potential thoughts or emotions to have. It looks a little like the crucial time-stopping decision clouds of Life Is Strange. It acts a little like the emotion-based response system of Mass Effect Andromeda. It feels like a statement by a group of developers whose legacy is now safe and sound. It’s rare that a shuttered studio gets to dictate the final grace notes of their body of work, but that’s the opportunity Telltale had with these final episodes, and it’s one that was not wasted in any way. The Walking Dead ends not with a bang, but an accomplished sigh.

We’ve Seen Exclusive Footage from Scary Stories to Tell in the Dark!

Your worst nightmares are coming to theaters: Scary Stories to Tell in the Dark, the iconic horror books that haunted multiple generations of kids, is headed to US theaters this August, courtesy of producer Guillermo del Toro and director André Øvredal. The teaser just debuted online earlier today, while IGN was at an exclusive event in Los Angeles to preview new footage and speak to the filmmakers.

For those who may have missed the zeitgeist: for nearly 40 years, kids across the world have been terrified by Scary Stories to Tell in the Dark, a series of anthology horror books by author Alvin Schwartz. But as frightening as Schwartz’s stories were, it’s the illustrations that really pop out of the page. Stephen Gammell’s monstrously detailed images are as iconic as any horror pop art of the 20th Century, and now they’re coming to life.

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